direct damage spells

Direct damage (DD) spells can be trained like any other attribute, and are listed similarly as the spell level followed by the effect in parentheses. For instance:

Fireball: 22,827 (2,123)

The effect represents the maximum damage possible inflicted on a single minion in one round. Note that the effect will be lower at low levels by about one-third, and approach full potential asymptotically (Decay is exempt from this). See this changelog thread for more information: [1]. For spells that affect a single target, the listed effect will be the maximum damage of the spell. For spells that take multiple targets, the total damage possible for the spell will be the spell effect multiplied by 5 (the largest number of enemy targets). Since damage is spread equally among targets, if less than 5 targets are present, per-minion damage will be correspondingly greater.

Spell damage is slightly randomized, and can range from 50% to 100% of the listed spell effect. This total is then further reduced by various spells and equipment, such as magical AC, etc. Note that Decay is a special DD spell, and is handled differently.

If a DD spell is trained to any level and can fire in a given round, it will override any equipped weapon for that round. For instance, if a minion trains Cone of Cold (a melee-only spell) and equips a Bow and a sword, the minion will use the bow in ranged combat and the Cone of Cold in melee combat. All DD spells fire once in a round and always hit.

Ranged penalties for Magic Damage

Without a Helm of Clearsight 58%/55%/52%/49%/46% reductions in rounds 1/2/3/4/5 respectively

With a Helm of Clearsight 58%/55%/52%/49%/46%/0% reductions in rounds 1/2/3/4/5/6 respectively

Fireball is a powerful ranged spell, but beware: unprotected friendly Minions will take 1/3rd damage during melee rounds (A maximum of 5 targets can be damaged by FB in one round. This limit does not include friendly minions that might be targeted in melee). Damage is halved before applying any damage reduction. Note: Fireball with Guardian Angel in melee rounds is a suicidal combination.

The listed effect will asymptotically approach 13% of the spell level, and represents the maximum damage applied to each minion in a five-minion spread. The total damage, therefore, is the effect * 5, for a theoretical maximum of 65% of the spell level, if less than 5 targets are present, damage is correspondingly greater. When calculating AMF backlash, this is the value used, as AMF is sending a fireball to a single minion and not five minions.

*After research and even a contest on the subject, it has been determined that this is likely -NOT- a correct formula for determining max FB damage. [3]

Total damage is less than CoC, but MM concentrates all of its damage on the farthest back opposing minion. The listed effect will asymptotically approach 48% of the spell level, and represents the maximum damage applied to the targeted minion. For a Steel Familiar casting MM, the effect will be this same percentage of the effective tattoo level (if modified by naming or capped by Max Tattoo).

Changelog in which Magic Missile was changed to cast from back to front instead of front to back: [4]

The canonical direct damage spell. Damage is spread equally among its targets; if less than 5 targets are present, damage is correspondingly greater. CoC does not do damage until the Melee rounds, UNLESS a HoC is equipped. Then CoC will fire in the last round of ranged.

The listed effect will asymptotically approach 22% of the spell level, and represents the maximum damage applied to each minion in a five-minion spread. The total damage, therefore, is the effect * 5, for a theoretical maximum of 110% of the spell level. When calculating AMF backlash, this is the value used, as AMF is sending a cone of cold to a single minion and not five minions.

Both the strongest and weakest direct damage spell in the game, Decay halves enemy HP and is unaffected by armor but will never kill an opponent unaided. Because damage is rounded down, Decay cast on an opponent with 1 HP will do 0 damage. (A Decay mage may still be the last Minion standing if Guardian Angel is involved, however). Decay does not do damage until the Melee rounds, UNLESS a HoC is equipped. Then Decay will fire in the last round of ranged.

Decay operates differently than the other DD spells:

Decay will train an effect equal to 80% of its level, with no asymptotal approach vector.

AMF is the only way to counter Decay, which makes this trained on your character when you have a Tank almost a necessity. For details on how Decay interacts with AMF, see Antimagic Field.

Decay is a 'front to back' Direct Damage Spell and will hit the Amulet of Invisibility wearing minion if he is upfront.

Any encumbrance at all will reduce decay damage to 0.

Note: A base (just trained) Decay is already at maximum power and will cut your opponents HP in half every round so long as they do not train AMF. EXP put into Decay only reduces your opponents AMF. A base Decay and equipping a pair of Noldorin Spellcasters (+13) will reduce your opponents AMF by 13% allowing your Decay to cause some damage. Even with HP20 your Decay mage will never die from AMF backlash, but may die from GA retaliated damage. Decay will display an Effect 0.5 and will not change unless you wear equipment such as a Mage Shield in which case it will say Effect 0 meaning that the Decay is nullified. Effect 0.5 may mean that it cuts your opponents HP in half.

Shocking Grasp is a 'front to back' Direct Damage Spell and will hit the Amulet of Invisibility wearing minion if he is upfront.

When Armor Proficiency is trained on an opposing minion, it halves the Shocking Grasp extra damage to 0.5% per AC point.

Damages one minion at a time, during melee rounds. 1% extra damage for each point of base AC on the opponent. Armor Proficiency lowers this extra damage by 1/2. The listed effect will asymptotically approach 56% of the spell level, and represents the maximum damage applied to the targeted minion.